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Everything posted by The Undying Nephalim
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Well all the Goron buildings are done and everything: Their defensive buildings such as the fortress, walls, and towers will be able to customize themselves with various upgrades such as reinforced stone (more HP), Lava Moats (melee attackers take consistent damage), and giant bunkers (can garrison with twice as many defenders) Unfortunately I can't get the BFME style base building to work for this faction. My scripting knowledge is just not good enough. I'd very much love to give this faction a very distinct build style different from the other races with large interconnected mountain bases: Unfortunately I just can't script well enough, so for now I guess their bases are all built normally.
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I don't think I'm skilled enough to create a new component that does what I want it to do. Just looking at the wallset component file for an example has me scratching my head.
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This is a method I considered originally, the only problem is if it's all upgrades from one buildings with lots of variants, it's still technically just one building in game and not multiple selectable buildings. There is another faction I'm making down the road that will probably use this method, where they just have one starting selectable building that continually upgrades into a giant fortress. This might be the best alternative, considering even on specifically designed maps it would be difficult for a player to set up another BFME style base. There would be a risk of building plots ending up in rivers, on mountains, or other impassable areas if they placed the center building too close to objects with collision. This is probably why in BFME1 even the expansion bases were all on pre-set nodes. If I go with this method I might have pre-set mountain like gaia structures on all the maps that the Gorons can capture with soldiers and convert into new bases. It would make their playstyle pretty different from some of the other factions since they cant build town centers where they want.
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I got another question. How easy would it be to implement a build system kind of like Battle for Middle Earth 1? For example the Civic Center spawns several placement circles around it and you use those to build additional structures instead of using workers. I'd really love for the Gorons to have a build style like this, to give the illusion that their bases are one giant ever expanding mountain: I have no idea how to pull this off in 0AD though.
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It worrrrrkkksss:
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That is awesome! I'll implement this sometime today and see how it turns out!
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What should I add in unitai to get it working? I'd like to have giant stomping sounds for some of my huge units.
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Another question. I noticed this in template files: <walk>actor/human/movement/walk.xml</walk> <run>actor/human/movement/walk.xml</run> However it doesn't seem to work an units don't have walking or running sounds. Is this feature broken or is there something else that has to be done to get walking sounds to play?
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Very awesome. I guess in the meantime Hyrule's bombs will all have to be duds.
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Yes it's an exe installer.
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It can be downloaded here: http://www.moddb.com/mods/hyrule-conquest
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Here's a question I should have asked before I started on these guys, Is there a way to give a projectile an explosion or particle effect after it hits the ground or a target? The Gorons have quite a few weapons that go boom, it's kind of awkward having bombs just sitting there while everyone around the bomb drops dead. A lot of the modeling and texture work was already done for the Total War version of the game, so it's just a matter of porting everything over.
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It looks like the Goron units are ready: And of course, details: Hopefully I'll have all their buildings done soon and then I can more onto the Zora.
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Here's a sneak peek of the next faction getting ported over to 0AD: the Gorons. Stay tuned for their full roster of units. It seems I didn't take a peek in that file.
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Just wait until something like LOD's are implemented into the engine, there'll be no more performance issues or frame rate drops after that. It's not just you, it seems to happening for everyone. Really not sure what's going on here as both technologies are exact copies of Cartography just with different names and tech requirements.
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Another question, sort of similar to one of the last ones I asked. Is it currently possible to make it so that a worker places a building and then the building continues to build on its own without any interaction from the worker? A natural example is the Protoss summoning their buildings in Starcraft.
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This method works really well. The units even seem to continue their last move or attack order, although their formation gets disbanded but that's a small price to pay.
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I've got a few questions to ask before I begin working on the next civ for the game: 1) Units switching modes. Would the best way to go about this be how siege weapons are done, with unpacked and packed states? I want a unit that under normal conditions walks around slowly and can attack, but can be triggered to roll up and move very fast, with no line of sight and no ability to attack. Is there any other way to pull this off, or the siege engine toggling the best and only way? 2) Is there a way to make it so units can be trained like mercenaries in Warcraft 3? For those unfamiliar, each unit's icon in a barracks has a countdown timer. When it reaches zero the unit trains instantly when you click on it and pay the cost, as opposed to paying up front and waiting for the unit to be trained. 3) I might be doing this wrong, but can a building or unit have more then one upgrade option at a time?
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I'm not sure how to fix the hero select script, I'm not entirely sure I understand the script itself. Yes this is a must to fix. It would be pretty immersion breaking if a Gohma hive is captured and can suddenly spit out Larva for the Hylians. I'm not sure how to disable training from captured buildings. I was under the impression the civ definition in each unit's template file limited them to specific civs but it seems that's not the case. I suppose I could just make it so no buildings are capturable in the meantime. I'll make it shorter. I suppose I could bump it up to 3 workers. The gimmick of the Urban Farms was more so not having any travel time to dump off resources.
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Should I spend 6 months making a final version of Hyrule: Total War or keep pushing on with Conquest, you decide: http://www.strawpoll.me/14019559 Strange it does seem to work for some people, but not others. I'll post when I can confirm it, but maybe the problem happens when it's two different Civs?
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and the second one:
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{ "genericName": "Limestone Suppliments", "description": "Mineral suppliments for Pigs yield better results.", "cost": {"food": 400, "wood": 0, "stone": 0, "metal": 0}, "requirements": {"all": [{"tech": "phase_town"}, {"civ": "gerudo"}]}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "gerudo/limestone_supps.dds", "researchTime": 40, "tooltip": "Gerudo Swine yield more food.", "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], "affects": ["GerudoPig"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Basically the tech just promotes the pigs to a new template that has more food. I tried to just make it so the tech increases their food amount, but it doesnt work.
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Hmm not sure how to fix the animal error there. I noticed it once, it seems to happen when the Gerudo pigs that are being harvested by workers get a promotion from researching the tech that allows them to get promoted.
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Aye, if you have any logs send them my way so I can stamp out some of those warnings and errors.
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After trying to play some multiplayer games it seems like the hero select only works for one player, the first to choose a hero. Might be worth investigating.